USH'S MATRIX GAME 2006 SECOND ASSIGNMENT- 'The Monastery'

Started by Tptmanno1105 pages

How many turns will it take to get to the north corridor?
I want to move north and fire at two of the SWATs...

I'll run down to the fourth step

IMPORTANT

I am now in full possession of the updated Agent rules (updated since off-line testing) and some errors have been made which I shall now rectify.

Agents refresh at Refreshes. They do NOT level up. Therefore these Agents are being powered down. Number now by Agents is their level number! Please be careful about making inferences about Agents from earlier, incorrect usage.

In light of that, San DID smash the Agent she atttacked through the doorway. The Agent was noticably vulnerable before she did this. If San wishes to change her action in light of this, she may and I will try to change things.

Apologies. Agent Intelligence thread will be updated shortly- check it out.

Furthermore, Bullet Swerve should be slowing them more than I have been. Agents who have been fired at at all this combat will not act this turn to compensate.

There, gives you some breathing room.

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6-3 is your initiative again! You really are lucky on these things.

Berserker, under SWAT fire but in the gap between Osprey strikes, is running forward like crazy. Forgot WW ansd LA last turn, so have some health back.

Azrael is just running and blasting through! With this many around that might be cumbersome. We'll see how many die this turn. You kill one.

Back in the corridor for you, Ares. You could have made a phone call in that turn, though...

San, you are by the door, so it will take two turns to get out. Affter you blew the Agent through the doorway, the SWAT he was blocking start to come through.

Mors enters into a Sai fight with the Agent. He cuts at the Agent's blocking arm, but it doesn't seem much troubled.

Mors then runs, getting bashed by the Agent for free as he runs past.

I am having to take a guess at Klez's target- careful about that. He blasts away a SWAT.

A kill for Sirin; Melkor gets into cover on step 3.

Barb, you can take advantage of the Agent retcon to move past. Dallas is back to running forward and shotgunning SWAT... Marduk is moving foewards at a measured pace and blowing down some of the SWAT behind.

Bad guys!

Several Agents are compising themselves this turna s we make up for the effects or earlier gunfire.

Others are on the move though.

Outside people are being hosed down with gunfire! And next turn the Ospreys attack again!

A lot of SWAT inside causing trouble as well...

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MONASTERY BATTLE: Turn 14

Rock garden

Berserker 14 (9/34) (Step 3) ST SS BS AL IB HT CF SE WW NO DM LA
Knives

Barbarossa 14 (10/6/32) (Step 4) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (1/5)

Cloud 14 (8/37) (Step 4) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Dallas 14 (Step 5): 22

Klez 14 (4/9/20) (Step 3) KW HL BB CC EE LR BT
Machine Pistols x2 (5/2) (5/2)

Melkor 14 (5/6/40) (Step 3) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)

Sirin 14 (6/511) (Step 3) CF DM ST LA HL HT DiM VG BB CC EE
Light Machine Pistol x2 (1/2)

Marduk 14 (Step 3): 12

SWAT x11 (Top): 0

SWAT x5 (Step 1, far side): 0

SWAT x1 (Step 5, near side): 0

SWAT x12 (Step 7): 0

Agent A (2) (Step 4): 0

Agent C (2) (Step 3): 15

Agent D (2) (Step 4, far side): 0

Agent E (2) (Step 3): 0

Agent H (2) (Step 1): 0

--

Corridor

Azrael 14 (9/7/10) (West) CF KW LA ST HL HT DiM HC AL WW BB StS
4 Light Machine Pistols (1/1/3/3)
4 Light Pistols (6/6/6/6)

Fire 13 (7/6/7) (West) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5)
H&K (5)*

Mirage 14 (West) (9/7/3) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (3/10)

SWAT x8 (West): 0

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N/S Corridor

Hephaestus 14 (8/13) (North) PW CF ST SE AL WW SC NO HL DiM VG HT

Mors 14 (8/4/18) (North) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais*

Burn 13 (10/21) (North) HL KW CC EE LR 10B StS
Shotgun* (8/1)
Ingrams (2/7)

Helios 13 (6/5/18) (North) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (1/6) (1/6)

Ares 14 (10/7) (Main room) PW HL CC EE LR BT 10B
MAC 10 (1/11)

SWAT x3 (North): 0

SWAT x5 (South): 0

Agent F (2) (South): 3

Agent B (2) (North): 23

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Balcony

Balder 13 (6/6/18) (Main room) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (2/8) (2/8)
Nunchuks

San 14 (11/6) (Main room) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives

Hawk 12 (6/5/12) (South) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword*

SWAT x3: 0

-

Connecting Corridor

Melis 13 (11/28) (East) CF DM ST LA SS BS SE HC HL HT VG LB
Spear

Agent I (2) (West): 0

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Card- Ace of Spades...

Uh-oh. Looks like the Agents have got mad at all this... Gathering themselves, they have a new look of determination on their faces and it does not look good.

I will dive for more cover! Anything that looks big and stronger than the last cover will be perfect

Turn 13: First thing I'll do is swap in CC for BS. After that I'll shoot at the SWAT officers.
Turn 14: Tap CC and fire at the SWAT. if they go first or if there are still more than 2 shoot at me I'll tap ST.

For last turn, Helios will have fired at Agent B.

This turn, he will do the same, but tap LR as well.

Ares will blast down a SWAT in the South and reload as he moves North frantically.

Klez will move for heavy cover as the Osprey moves in.

So I'll have to move him. Splendid!

Melis moves in cautiously, adopting a very strong stance as she approaches.

Out of luck, Klez! Heavy cover in thar step was already blown.

I am going to try to get by the agent this turn..
Hopefully he is distracted enough that I can do it.
Helios I HIGHLY suggest you do the same...
I am aiming for the North West door...

Hmm, would a BT tap help if I just keep moving towards Step 4?

Oh, since I have an action to make up...

This turn, Melis will take a swing at the Agent, punching him with a well-placed blow to the nose.

(tap SS, swap SS for VG)

Heph will attack Agent B, the one pursuing us Northward, by hurling him away with a powerful throw.

(tap PW, swap PW for SE)

"Burn, Helios, with me," Mors says, moving for the North-West door.

Burn will look at Mors and say "No shit..." Upon hearing his comment.

Yeah, I think I'm going to keep backtracking. Dealing with that Agent and those SWATs by myself sounds less than fun to me, especially as the Agent's not going to be happy...so yes, still going to continue back to the N/S corridor.

Sirin explodes at 511 damage! 😛

Sirin will keep running, risking the Osprey, while firing the last of her bullets at a SWAT on Step 1, then toss her pistols down and run faster.

(tap BGB since I'm not likely to pick up twin pistols, swap BGB for VG)

I'm assuming the Agent on Step 4 will be swerving to avoid Osprey fire? Barb will take advantage of this by Cartwheeling past the Agent, and dropping behing anything of substance for cover.

Actually, in addition to running and gunning, Sirin will move behind any cover she finds available; anything to reduce the damage done by all these guns going off!